By Yesenia Robles The Denver Post
Students who get college credit not earned in a college classroom will have an easier time transferring those credits starting next spring.
On Friday, a new policy that will standardize how colleges accept “credit for prior learning” was approved by the Colorado Commission on Higher Education, making Colorado one of 12 states to standardize the process.
“It’s part of our push to increase degree attainment,” said Rhonda Epper, chief student success and academic affairs officer for the Colorado Department of Higher Education. “This will make a big difference for students and parents to be able to know what base line they need.”
Currently, students who want college credit for an exam score from an Advanced Placement or International Baccalaureate class, for example, may find that a score taken at one college is not considered high enough for credit at another college.
The plan approved Friday commits the state’s colleges to set one score per class, or to test to determine if college credit is granted. The accepted scores will be determined by December.
In the months of discussions, which officials on Friday called “complex and at times contentious,” reaching an agreement in part depended on a compromise to allow colleges to set different scores when a student wants to major in the content.
02/18/2015, Terry Heick, published on te@chthought
When researching student motivation and gamification late last year, I came across the most comprehensive gamification framework I’ve ever seen. Developed by gamification expert Yu-kai Chou, it was an ambitious effort that distinguished black hat gamification (which is “bad”–think Farmville and Candy Crush) from white hat gamification (which is “good”–think Minecraft or even an ACT score). (It’s also copyrighted, but they graciously allowed us to use it.)
While it is designed not as an educational framework, but rather as a way to demonstrate gamification and its many strands, gamification is about human encouragement and motivation. For educators, student motivation is one of the pillars of a academic performance. While the terms are sometimes misunderstood–and risk becoming cliche as we continue to talk about them topically rather than specifically–student motivation and student engagement are prime movers in the learning process. Without either, teaching is an uphill battle.
So what began as a post about gamification became more a matter of student motivation–what motivates students in the classroom and why. If we can nail down those factors–those characteristics that drive student motivation–we can, at worst, be more attentive to them as we design assessments, lessons, units, and even learning models.
8 Core Drives Of Student Motivation
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Making Courses Responsive to both Device and Student Preference
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Published on 1 Aug 2012
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